Starbound

Starbound

Project 45 (BETA)
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Update: 1 Feb @ 7:48am

v1.8.6b Hotfix

  • Changed how properties of wildcard stat mods are preserved on application. Applying wildcards now add the
    augment
    config to the weapon instance's parameters. (Somehow, despite preserving the seed, wildcards regenerate different stats on the weapon's disassembly. Need to look into this further.)
  • Decreased chance of stat mods dropping from 100% to 30% in T3 environments and under.

Update: 10 Jan @ 12:43am

v1.8.5b Hotfix

  • Fix jam amount set to random values on unjam

Update: 8 Jan @ 1:56am

v1.8.4b Hotfix

  • Re-weighted gacha XSSR drop ratios between guns, mods and stats to be 49:50:1 respectively
  • Decreased the odds for T7+ Project 45 stat mod drops (God Mod, Admin Mod) from 10% to 1%.
  • Decreased the odds for general Project 45 drops to give guns from 33% to 25%
  • Decreased the odds for general Project 45 drops to give mods from 33% to 25%
  • Increased the odds for general Project 45 drops to give stats from 33% to 50%
  • Decreased drop chance of Portable G.D.Ks from 5% to 3%.
  • Added Portable G.D.K.s to the drop pool of enemy NPCs.

Update: 31 Dec, 2024 @ 11:21pm

v1.8.3b Hotfix

  • Fixed script crash caused by variable miscall.
  • Added support for "magic" ammo archetypes.

Update: 31 Dec, 2024 @ 10:01pm

v1.8.2b Hotfix

  • Added stat formatting entry for spread in project45_generalstat.config
  • Fixed ammo mods wrongly affecting spread; adjusted ammo mods to accommodate the change
  • Fixed rebaseMults not stacking properly in stat mod application script

Update: 31 Dec, 2024 @ 7:26pm

v1.8.1b Hotfix

  • Added the Boltgun to the list of craftable unique weapons.
  • Reduced the general drop chance of Portable G.D.K's from 25% to 5%.

Update: 31 Dec, 2024 @ 8:18am

v1.8.0b

User Side

New Features

  • Added stat mods to monster and treasure drop tables.
    • Added The Admin Mod to the possible XSSR stat mod drops. (10% chance)
    • Added stack limit of 1 to The Admin Mod.
  • Added the Gunsmith Addon, a craftable replicator addon that allows you to craft rare Project 45 items.
  • Added the Bayonet, a weapon ability that deals world-level-scaling damage over two strikes:
    totalDamage = worldLevel * powerMultiplier^2
  • Added the Underbarrel Chainsaw, a more powerful "Bayonet" that also inflicts Bleeding.
  • Added the Bladed Arrows mod, which inflicts the Bleeding status effect.
    • Bleeding deals 0.5% max HP as true damage every . This status effect stacks on reapplication.
  • Added the Homing Blades ammo mod for the Sawblader.
  • Added the Splitblades ammo mod for the Sawblader, which fires a blade that splits into three a short time after being launched.
  • Added the Gravipulls ammo mod, a weaker version of the Gravibombs ammo mod.
  • Added the Boltgun from Warhammer 40K.

Fixes

  • Improved visuals when weapon switches stances.
  • Fixed wildcard stat mods not showing which stats they can potentially give before being given a seed.
  • Fixed Scarlet Flash slashes appearing on allies.
  • Fixed weapon cursor UI not disappearing when switching to the Supply Transponder.
  • Fixed some Powerstave ammo mods having inappropriate muzzle flashes.
  • Fixed bug preventing the MLG Scope damage buff from applying
  • Fixed bug related to fullbright gun mod sprites.
  • Fixed bug allowing Phase Shifted players to deal damage.
  • Fixed script crash in project45status effect.
  • Fixed bug that prevented click sounds to trigger when attempting to fire a vanilla alt ability.
  • Fixed bug that prevented Fleetly Fading's passive from working.

Balance Changes

  • Reduced Neo-Compound Bow's reload cost from 50 to 10
  • Added more sources of Project 45 Item Spawns:
    • capsules now have a 50% chance to spawn project 45 items of rarity based on world level
    • ancient pots now have a 50% chance to spawn project 45 items of rarity based on world level
  • Portable G.D.K.s now drop occasionally.
  • Incrased the base damage multiplier of the Gravibombs ammo mod from 1x to 1.1x
  • The projectiles from the Flechette Shells mod now inflict Bleeding.
    • Decreased projectile count from 5 to 4.
    • Added a 0.8x base damage modifier.

General Changes

Dev Side

New Features

  • Implemented hitscan and beam tile damage.
  • Added an object that will allow you to craft Project 45 items from recipes with the 'project45craftable' tag
  • Added support for 'project45craftable'-tagged recipes
  • Added element images for Project 45 Dark and Holy elements
  • optimized tooltip formatter function of buildproject45mod.lua
  • Add partial support for randomized weapons by adding a 'vanillaOffset' field, which overrides the 'baseOffset' field; useful for positioning the "middle" animated parts of (vanilla) guns.
  • Added support for multiple final damage modifiers.

Changes

  • Changed how the '/project45-test' macro works; it now spawns a developer test kit reward bag containing a combat rifle, ammo stocks, an admin mod, a max level mod and enemy flares.
  • Changed how passives are implemented; they must now inherit the 'Project45Passive' class.
  • Changed how damage per shot is calculated, enabling support for applying final damage modifiers in an organized manner.

Fixes

  • Refactored code; please consult the commits for details on the refactors.

Update: 27 Aug, 2024 @ 9:09am

v1.7.2b

User Side

New Features

  • Add damage scaling option to Project 45 configuration menu (requires Quickbar Mini)
Fixes

  • Fixed script error when trying to render error messages
  • Fixed reload keybind not working post-hotfix
Balance Changes

  • Added R-rarity stat mods in common treasure and monster drops (0.64 weight)
General Changes

Dev Side

New Features

  • Added files for making quick hotfix changelogs
  • Add 'damageScaling' field to project45_general.config

Update: 25 Aug, 2024 @ 11:28pm

v1.7.1b Hotfix

  • Fixed script error in games when StarExtensions is not installed.

Update: 25 Aug, 2024 @ 2:53pm

v1.7.0b

User-side

New Features

  • Added "shift abilities", which is a separate implementation from PsyNy's Ability Extender. These abilities are either passive or activated by tapping the shift key.
    Technically they can be activated with right click depending on how they're coded. They're essentially secondary alt abilities.


  • Added the Gun Shield, a passive regular variant of the A.R.M.D.L.O shield.
  • Added the F.I.S.T. Gauntlet, an experimental close-range punching weapon.
  • Added the Wrist Gun, a wrist-mounted pistol that can accept underbarrel mods.
  • Added The Protector, a hand-craftable and highly-modifiable weapon.
  • Added the Elementoil© Vanilla Flavour, an applied utility that changes the weapon's elemental type into a random vanilla one. (Beyond improving compatibility with PsyNy's Retrofitting Station, it has no effect on the weapon.)
  • Added the Choke mod for shotguns.
  • Added an explosive burst alt ability to the Malorian Arms 3516.
  • Added a custom alt ability to Fleetly Fading, "Scarlet Flash":
    • Scarlet Flash shoots an initial "slash" projectile in the direction of the mouse, then distributes 10 slashes among nearby enemies.
    • Its damage is calculated as such:
      AD (ability damage) = baseDamage * reloadRatingMult * stockAmmoMult * passiveDamageMult * critDamage{reloadRating} * healthMult
    • If Scarlet Flash is not used with Project 45 weapons, it scales off energy instead.
  • If you have StarExtensions or OpenStarbound, you can now reload your weapons with the "V" key! You can rebind this key by typing '/binds' in the chat.
General Changes

  • Improved tooltip layout:
    • Added a separate pane for a weapon's technical properties.
    • The tooltip now hints the mods a weapon accepts.
  • Improved the description of each weapon.
  • Improved the way categories are conveyed:
    • All weapons now state their respective category as-is. ("Universal", "Ballistic", "Energy", "Experimental", "Special")
    • Special and Experimental weapons (that are actually Ballistic/Energy weapons) have a different flair to their categories.
  • Renamed "Enemy Radar Mod" to "Enemy Radar", and changed it to a shift ability mod
  • Changed Shift Reload to a shift ability mod
  • Improved ammo mods: they should now apply an elemental type on the weapon.
  • The Enemy Flare now spawns a custom NPC type equipped with Project 45 weapons.
    • Improved spawn algorithm of the Enemy Flare.
  • Added innate 'manualReload' slot for the manual reload "enabler" mods
  • Changed Phase Shift ability VFX.
  • Improved gunfire VFX.
  • Improved gunfire SFX of the Service Rifle
  • Improved Machine Gun rendering.
Bug Fixes

  • Added rudimentary compatibility with Psyny's Ability Extender.
  • Fixed a sprite error on the Itano Missiles.
  • Fixed a sprite error on arrows fired by some Project 45 weapons.
  • Fixed perfect charge range not appearing in ui if the range starts from the very beginning of overcharge (i.e. 0%)
  • Fixed the Underbarrel Shotgun using pistol sounds when firing.

Balance Changes

  • Removed cheat code from the A.R.M.D.L.O Shield.
  • Decreased spread of the Kuva Bramma.
  • Removed two-handed override of the Phase Shifter. When the mod is applied on two-handed weapons, the player is given access to its prolonged phase shift ability. Otherwise, the player can only dodge with the mod on.
Dev-side

New Features

  • Added "shiftAbility" as a valid ability slot for ability mods
    • made buildscript properly archetype shift ability mods
  • Added pre-installation checkers for the shift ability
  • Added code that applies shift abilities on weapon
  • Added 'project45scarletflash', a new projectile for the upcoming alt ability of Fleetly Fading
  • Added 'project45blot' particles for the aforementioned alt ability
  • Added back hand rendering for to guns so that they look different depending on which direction the player is facing (similar to shields)
General Changes

  • Adjusted disassembly code to accomodate shift ability changes
  • Removed shift reload passive script in accordance with the shift ability changes
  • Changed 'project45armadillo' to a shift ability
    • Changed modCategory of project45-shiftreload
  • Refactored primary ability crit calculation.
Bug Fixes

  • Added handler for null stances passed to
    weapon:setStance()
  • Removed redundant code from project45gunneo.lua
  • Improved animation script compilation logic of buildscript
  • Improved animation scripts of enemy radar, flash laser, grenade launcher and gun scope so that they call the old update function
  • Commented out some loginfo calls